We have finished testing on the 0.5.5 beta build (published with this post), the list of modifications and fixes made in the 0.5.5 beta build are:
added provisional AI enemy costume sets waves gang members for testing
fixed an input issue that made character input(s) submitted when invoking the pause menu to span the menu (sending the same set of character inputs as the pause menu is exited)
fixed an issue that stopped the audible playback of concussion SFX when characters are rendered unconscious
fixed an issue with the server filters implementation that ignored Canada (Montreal) and UK (London) geographies when selecting / deselecting all geographies
fixed an issue with calling the pause menu that could stall the game if the menu is invoked immediately before joining a server
modified colliders on the chute stage to optimise and stabilise physics simulations
modified colliders on the subways stage to optimise and stabilise physics simulations
modified the attachment trigger volume for the UID 23 Hobo_woollyHat (HEAD) costume part
modified the billboard panels on the billboard stage to make them removable
modified the hat attachment implementation to limit the scope for rotation
modified the server filters UI implementation to support the selection / deselection of the Canada (Montreal) and UK (London) filters with keyboard and controller input
replaced the loading screen and interstitial screen system with placeholder hint content and rasterised compositions of stage geometry (to show the next stage loading)
Current issues identified with the 0.5.5 beta build are:
4th wall is still climbable on the subway and vents stages
dynamic and static friction parameters need modifying for falling meat paste sacks (to modify and stabilise the velocity of falling meat)
missing colliders on the open rucksack model (UID 173 costume_rucksack)
missing section of building geometry at left of gondola and elevators stages
the screens masking stage loading can fail to dismiss in some context
enemy AI are persistently aggressive
Please note the 0.5.5 beta build replaces the 0.5.4p2 beta build for server compatibility (moving between the default and “unstable” builds on Steam will download the same 0.5.5 beta build)
We have finished testing on the 0.5.5 beta build (published with this post), the list of modifications and fixes made in the 0.5.5 beta build are:
added provisional AI enemy costume sets waves gang members for testing
fixed an input issue that made character input(s) submitted when invoking the pause menu to span the menu (sending the same set of character inputs as the pause menu is exited)
fixed an issue that stopped the audible playback of concussion SFX when characters are rendered unconscious
fixed an issue with the server filters implementation that ignored Canada (Montreal) and UK (London) geographies when selecting / deselecting all geographies
fixed an issue with calling the pause menu that could stall the game if the menu is invoked immediately before joining a server
modified colliders on the chute stage to optimise and stabilise physics simulations
modified colliders on the subways stage to optimise and stabilise physics simulations
modified the attachment trigger volume for the UID 23 Hobo_woollyHat (HEAD) costume part
modified the billboard panels on the billboard stage to make them removable
modified the hat attachment implementation to limit the scope for rotation
modified the server filters UI implementation to support the selection / deselection of the Canada (Montreal) and UK (London) filters with keyboard and controller input
replaced the loading screen and interstitial screen system with placeholder hint content and rasterised compositions of stage geometry (to show the next stage loading)
Current issues identified with the 0.5.5 beta build are:
4th wall is still climbable on the subway and vents stages
dynamic and static friction parameters need modifying for falling meat paste sacks (to modify and stabilise the velocity of falling meat)
missing colliders on the open rucksack model (UID 173 costume_rucksack)
missing section of building geometry at left of gondola and elevators stages
the screens masking stage loading can fail to dismiss in some context
enemy AI are persistently aggressive
Please note the 0.5.5 beta build replaces the 0.5.4p2 beta build for server compatibility (moving between the default and “unstable” builds on Steam will download the same 0.5.5 beta build)
If you're looking for news about the patch they will go up a bit later today.
Devblog We at Stunlock Studios have started up a devblog! The latest one was about the work of our PR & Events Manager Tau Petersson, and about being at IEM Katowice with Razer, showing off Battlerite. You can find it at https://blog.battlerite.com/dev-blog-006/
Go4 Battlerite Europe Cup, now a 3v3 tournament, and the 20th in the ESL Go4 Battlerite series, starts on Sunday, March 19th at 15:00 CET. There's €150 in prize money for the winners. Participating teams can also earn points to qualify for the monthly final, you can find more information here: https://play.eslgaming.com/battlerite/europe/battlerite/major/go4battlerite-europe/cup-20/
This Sunday March 19th, at 7:00 PM BRT, Panda Gaming is hosting the fourth Copa America qualifier, a 3v3 tournament. Participating and placing well earns you points to qualify for a final event, with a total of $1000 dollars in the prize pool.
You can find more information here You can find signups and rules here (NOTE: The information is available in Portuguese (Brazil) and Spanish).
Next week the King of the Arena series held in Brazil will continue with a 2v2 tournament on Monday March 20th, at 3:00 PM PST, and 3v3 tournament on Wednesday March 22nd, 3:00 PM PST.
The winner of the tournament will get to play against the reigning Kings, with the Kings earning in-game prizes based upon how long they remain undefeated. Naturally, the team that defeats the reigning team will take their place for the next occasion.
If you have a useful community related tool or website, or are hosting a tournament and would like to be featured in this section, please write an email to community[at]battlerite[dot]com with information about it!
If you're looking for news about the patch they will go up a bit later today.
Devblog We at Stunlock Studios have started up a devblog! The latest one was about the work of our PR & Events Manager Tau Petersson, and about being at IEM Katowice with Razer, showing off Battlerite. You can find it at https://blog.battlerite.com/dev-blog-006/
Go4 Battlerite Europe Cup, now a 3v3 tournament, and the 20th in the ESL Go4 Battlerite series, starts on Sunday, March 19th at 15:00 CET. There's €150 in prize money for the winners. Participating teams can also earn points to qualify for the monthly final, you can find more information here: https://play.eslgaming.com/battlerite/europe/battlerite/major/go4battlerite-europe/cup-20/
This Sunday March 19th, at 7:00 PM BRT, Panda Gaming is hosting the fourth Copa America qualifier, a 3v3 tournament. Participating and placing well earns you points to qualify for a final event, with a total of $1000 dollars in the prize pool.
You can find more information here You can find signups and rules here (NOTE: The information is available in Portuguese (Brazil) and Spanish).
Next week the King of the Arena series held in Brazil will continue with a 2v2 tournament on Monday March 20th, at 3:00 PM PST, and 3v3 tournament on Wednesday March 22nd, 3:00 PM PST.
The winner of the tournament will get to play against the reigning Kings, with the Kings earning in-game prizes based upon how long they remain undefeated. Naturally, the team that defeats the reigning team will take their place for the next occasion.
If you have a useful community related tool or website, or are hosting a tournament and would like to be featured in this section, please write an email to community[at]battlerite[dot]com with information about it!
Command: Modern Air / Naval Operations WOTY - SlithFox
Hi all,
Command: Modern Air/Naval Operations has been updated to version 1.11 SR7 Hotfix!
Please, check the changelog below
v1.11 SR7 Hotfix
* Fixed: Max number of flights on strike mission is not adhered to * Fixed: Mission Editor refuelling doctrine error * FIXED: Submarine not engaged offensive when it has a target, has a plotted course, and "Ignore Plotted Course" is set to YES * FIXED: Unit on patrol blindly heads towards its (automatic) patrol point instead of manouvering to engage target * Fixed: Doctrine form crash when changing doctrine/EMCON settings for multiple selected units * FIXED: Command crashing on startup on FIPS-enforced Windows installation * Faster game startup due to revised method of checking DB files * The localization logic hitherto used only by aircraft for ASW prosecutions is now also used by non-AC units for any contact type. For example a submarine who closes in on the last reported position of an uncertain contact, if it is unable to find it there, it will begin searching within the AoU to try and narrow down the target location.
This latest version has scrolling floors, and improved parallax backgrounds, some minor tweaks to gameplay, and various bug minor bug fixes. The VG demo is now available!
Any problems let me know on the forums guys, I'll be doing trading cards next week.
This latest version has scrolling floors, and improved parallax backgrounds, some minor tweaks to gameplay, and various bug minor bug fixes. The VG demo is now available!
Any problems let me know on the forums guys, I'll be doing trading cards next week.
The Pandawa goddess must have stolen the idea from Ecaflip: a game of chance to celebrate her special day. Or maybe it is was inspired by her Ouginak fleabag because this is a scratching game! Whatever the cause: Quick Potrick is available until March 20th and there are a few choice gifts to win!
Quick Potrick is quick and simple! You just have to be subscribed and visit this link! Once you get there, just scratch as if your life depended on it!
So what’s all the fuss about? You can win one of the gifts below:
Praline Shigekax
Almond Shigekax
Oirish Tailcoat
Tipsy Top Hat
Green Piwin
To be on the safe side, find a four-leafed plant first for luck and to appease the goddess, then scratch! You can play 2 times every day until Monday, March 20th (23:59 Paris Time)!
On a side-note, please be aware that our green-garbed friends the Leprechauns will be spawning in game starting today. They will vanish at midnight on March 20th, so hunt them down and steal their gold while you can!